Everything lingers too long, fire from barrels and flamer backpacks, bomber grenades, and especially the tox bomb green fart smoke…
I wonder if there’s some kind of specialist duplicate bug happening in certain matches.
In Hi-int Shocktroop Gauntlet lately I’ve been seeing endless army of specialists spawning nonstop while bombarding my ears with spawn cues, in special case there’re even 4–5 bombers or pox bombers piled on top of each other pelting the team with grenades.
I’ve played a lot of Shocktroop Gauntlet but some are really a lot more egregious than other.
100% agree
sometimes those ground flames feels like infinity
Try the Hunting Grounds missions. I find them tolerable.
I don’t mind it that much, but the game was never designed to have multiples of the same special type in the field. Every mutant or hound sounds the same. Not like this would help much with how broken audio cues are. You are lucky to hear the spawn cue, except mutants and PBs you never hear the “I’m approaching audio cue” and the last warning cue can easily catch you surprised.
I’m starting to find it quite tedious. It’s an easy way of boosting difficulty but also, I find, an obnoxious one at times. Also, it may just be me but recently the director seems to have gone off the deep end, more than usual.
“Everything in war is very simple. But the simplest thing is difficult.”
Carl von Clausewitz
“Everything in DT is very simple. But the simplest things are spawned in a constant, never ending stream.”
FS
Sometimes I feel like the main focus of the game is head-shotting specials, and all the other enemies are intended as a distraction.
It really feels like there’s a bug. I was trying to Duo maelstroms with a friend and we found wildly inconsistent special spawns.
Two different maps, both with the I-II modifiers. One run, we killed almost 600 specials and finally died 2/3 of the way through. Second map, still I-II, we get … 60 specials. Same damn modifier. It’s really hard to believe RNG can cause a 10x difference. Or if so, then the RNG needs to get fixed. Those are completely different games.
On top of that, we get C-I-VI games that look like Sniper Gauntlet. Repeatedly getting 5 or 6 simultaneous sniper spawns. C-I-VI was never like that.
Doing new event on auric is a pretty good indication somethign is bugged I think.
Event feels like a snoozefest compared to any other mission on the board, simply due to the special spawn difference.
The other day I legit run outta ammo shooting specials trying to clutch my team being dead with a bolt pistol getting to them. Never happened anything alike before.
Complete opposite experience. Playing the event last night was the first time it seemed something was up to me. I thought maybe it was the event itself, but almost every single specialist was a nested pair+, esp trappers.
This is why I think there’s a bug and wonder if it’s map based. The swing is just too insane to believe it was intended. Though, given some of the other combat … uhmm, design? … decisions of late, maybe this is actually how they want to do things now.
Explosive backpacks were a good idea. Gives the non-zealot players a bit of “see how YOU like it” revenge. Copy-pasting the fire grenade effect when the backpack explodes? That was both lazy and stupid. It really should have just been a nice big fireball that sets anything interactable it touches on fire.
I’ve seen enough tanks of compressed flamable gas explode to know that they don’t create a pool of fire around them. I wish they did because it would confine the mess. Whay you get is a bloody spray of small globs of burning sticky stuff (think disel mixed with tar) and a short-lived fireball that ignites flamable suff.
It could inflict burn on players within 5m. Same tic damage as standing in flames, but for just 3s and no pool of fire that denies access to 25% of the room for what seems like an eternity.
The worst thing about fire is how it slows you down like it has magic molasses powers. Even if you’re mid air it can halt you. I hate it.
If I ran into fire I could assure you I would get faster to get out of it.
They made player classes so strong that they now don’t know how to pose a challange, so they just crank everything up to 11 which results in this.
I’d literally rather watch wet paint dry than play high havoc, currently it’s the worst it’s ever been.
insane take, with the current state of ranged play you dare saying these things
you are just envious of psyker’s scoreboards, you know damn well that DoT damage takes his time to ramp up actually giving you an easier time in melee
krak sucks, if they steal your kill it just means they have stick to the wrong target and the vet is not particularly happy about that
your is just an ego issue, you look down upon those meta slaves try hards with duelling swords who are just trying to get to the end of the mission, but since you are superior you play off meta just so you can claim you can win with those
while reality is just that you are just getting carried by the tryhards, and instead of thanking them for making the sacrifice of going meta instead of what they would like to play you go on a forum and complain about them not letting you touch ball
Have we ever played together, I don’t seem to recall.
Fatshark forum user try not to make a strawman challenge (IMPOSSIBLE)
When they said flamer tanks were going to explode I was hoping you could light enemies on fire with them like in the opening scene of Saving Private Ryan where one of the flame troopers has his tank explode while he’s still on the boat.
Fatshark already remove vet from the game to appease you, what else do you want?
